D&D 5E (2024) Effects that kill you at 0 hp

Anyone played when drow weapons and armor lost their power after leaving the underdark?

I think they disintegrated...

This is the text from Vaul of the Drow, which was carried forward in the Fiend Folio.
D3 said:
Special Note Regarding Drow Cloaks, Armor and Weapons:

All of these items have special properties, although none of them radiates any magic. The items are made under the conditions particular to the strange homeland of the Drow, for this place has unknown radiations which impart special properties to these cloaks, armor and weapons. When such items are exposed to direct sunlight a rotting process sets in. The process is absolutely irreversible, and within 2 weeks the cloaks will fall to shreds, while armor and weapons become pitted and unusable. If items are not exposed to sunlight, they will retain their magical properties for 31-50 days before losing them, and if they are exposed to the radiation of the Drow homeland 30 or so days, they will remain potent. Items not spoiled by sunlight will eventually lose their special properties if not exposed to the special radiation, but they will remain serviceable as normal cloaks, armor, shields, swords, maces, etc.

Drow sleep poison decays instantly in sunlight. Its power is lost after about 60 days in any event, and the coating on the small
bolts and javelins must be periodically renewed with fresh applications of the fungoid substance. The Dark Elves will often have small barrels filled with several packets of this poison, each sealed to insure the poisonous substance remains fresh for about 1 year.
 

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I think this is a case where you can just tell the players he has this ability.
I've more than once seen 5e players derail the session about monster stat blocks and such for a bit demanding how it was capable of doing things it did then sometimes it later turns into a huge drama storm between the players when they later quit because "monsters are cheating" while trying to spike the campaign itself. One example was a giant of some sort with sentinel added making opportunity attacks from 10 feet away.

Sometimes in 3.x days players got it in their head to argue strict RAW but it was generally accepted that the GM had some leeway but I think the way AL chains GMs in the ALDMG with what amounts to THOUMUSTHALLRUNMODULEANDRULESABSOLUTEASWRITTEN while failing to provide gms with written options of note encourages many players coming in through AL to carry that expectation through to nonAL games with any deviation being immediate badwrongfun if the deviation is not a tyranny of fun benefit to them.
 

That block has another pet peeve of mine, though. In this case, magical blades that do incredible damage but have a specific clause that means they can’t be used by the players.

I find the particularly cheesy.
You mean those soelljammer academy weapons?

I think they’re great. Not only does it make sense in world (an organization provides its soldiers weapons that can’t fall too much into the wrong hands). But it gives the players the chance to enjoy an over the top weapon while in the adventure, but then the weapon doesn’t permanently imbalance future encounters.

That’s way more interesting than never having such weapons in game because they are too good in PC hands
 

In terms of death at 0, I think it’s one of those things that when well telegraphed is a great ability at mid levels. And at high levels no telegraph needed, at that point anything goes.

5e death rules are very very forgiving, no issue with shaking it up every now and then
 

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